Dungeon Events

DISCUSSION Dungeon Events 3.9.6

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TimberWoldHD submitted a new resource:

Dungeon Events - new Dungeon event

Dungeons are dynamically generated, ensuring each one is unique, with different seeds—just like how the game generates Halloween dungeons! Multiple dungeons are combined based on the configured tier, with up to five dungeons seamlessly connected to form a massive, challenging dungeon. Elevate your server experience with Dungeon Events – the ultimate, fully customizable dynamic dungeon plugin that redefines challenge and...

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TimberWoldHD updated Dungeon Events with a new update entry:

V3.8.0

  • Improved dungeon wall generation with additional validation checks for rare cases where wall creation could fail.
  • Dungeon lights have been replaced with a different prefab to improve performance. They were removed from the configuration and replaced with red industrial lamps for active dungeons and green industrial lamps for completed dungeons.
  • Adjusted dungeon creation through the admin command /createdungeon difficulty so it no longer checks whether the admin using the...

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TimberWoldHD updated Dungeon Events with a new update entry:

Update 3.9.5

  • Improved purchased dungeon portal placement.
  • Updated animal compatibility after the latest Rust changes.
  • Replaced the old wolf with the new wolf model used by Rust. Existing configs will automatically update old wolf entries to the new wolf.
  • Improved gen2 animal head movement so they face the player correctly.
  • Added a new admin-only console/RCON command to reload the configuration without restarting the plugin.
  • Improved NPC behavior when players hide behind walls or...

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TimberWoldHD updated Dungeon Events with a new update entry:

3.9.6

  • Improved NPC behavior when players try to attack from behind walls or corners.
  • NPCs now react better when they are damaged but cannot clearly shoot back.
  • Added better combat memory, so NPCs can keep pressure on the last known attacker for a short time.
  • NPCs can now try to reposition when they lose sight of a player during combat.
  • Nearby NPCs can now be alerted when another dungeon NPC is attacked.
  • Added small movement adjustments during combat so NPCs feel less...

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Hello,

First of all, I want to say that this plugin is truly amazing. Unfortunately, after testing it extensively on multiple Rust servers, I encountered a serious issue that appears to be directly related to it.

Players eventually start experiencing freezing and stuttering while walking or running. NPCs and players can also lose their leg movement animations, making them appear to glide or move incorrectly. I tested the plugin on several different servers, both vanilla and modded, and consistently obtained the same results, even with 10ms.

The impact was significant enough that I experienced a noticeable loss of players before finally identifying this plugin as the root cause.

My suspicion is that the plugin is not properly cleaning up some of the entities it creates when a dungeon closes. Using Vanish, I was able to find objects and structures located below the map that appeared to be remnants of previous dungeons. These leftover entities could not even be removed manually using commands such as ent kill.

At the same time, the server console began flooding with messages similar to:

Entity is NULL but is still in saveList - not destroyed properly? drone.storage[6632422]
The entity ID changes each time, but the warning pattern remains the same.

To investigate further, I created a custom plugin that scans for and removes dead or invalid entities that the server continues to reference in memory. I was able to successfully detect and remove many of these entities. However, even after cleaning them up and restarting the servers, the freezing issue continued to occur.

To be completely honest, I have not yet determined the exact root cause, nor have I reviewed the source code of this plugin in detail. However, based on the testing and troubleshooting I performed across multiple environments, I believe there is likely an issue related to entity cleanup or entity lifecycle management that deserves further investigation.

I wanted to share my findings in case they help identify and resolve the problem in a future update.

Thank you for your work and for maintaining this plugin.
 
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